An Internet server generally allows all IPs as clients. There are both listen and dedicated servers. Dedicated servers are usually set up for internet servers. In principle, however, it also works when started as a listen server. Depending on the game, however, it may be that listen servers can only function as LAN servers. Behind a private router, a NAT port forwarding is important for internet servers (as long as they are not already listed as exposed host in a DMZ). Without the forwarding of the required ports, the server is otherwise not accessible from the Internet, but only from the LAN or an established [[VPN]] tunnel. A page on what has to be done for different router models is [[http://​portforward.com/​english/​routers/​port_forwarding/​routerindex.htm]].

An Internet server generally allows all IPs as clients. There are both listen and dedicated servers. Dedicated servers are usually set up for internet servers. In principle, however, it also works when started as a listen server. Depending on the game, however, it may be that listen servers can only function as LAN servers. Behind a private router, a NAT port forwarding is important for internet servers (as long as they are not already listed as exposed host in a DMZ). Without the forwarding of the required ports, the server is otherwise not accessible from the Internet, but only from the LAN or an established [[VPN]] tunnel. A page on what has to be done for different router models is [[http://​portforward.com/​english/​routers/​port_forwarding/​routerindex.htm]].

===== Lobby-/​Masterserver =====

===== Lobby-/​Masterserver =====

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This type of server strictly speaking falls into the category of dedicated (internet) servers, as they are generally used to manage listen server games over the internet. However, they are not game servers in the strict sense of the word, as they only have management functions and do not host actual games. Very often you have access only with a pre-defined username as part of an account. Lobby servers are usually game specific. A lobby server therefore only serves a certain game and no others. It might even filter out different versions of the same game (e. g. the master servers of [[Star Trek - Voyager Eliteforce]]). They server ​the information on open a listen servers, or that one will be opened shortly. At the beginning of the game, the IPs of the game server ​are passed on from the lobby server to the clients. It may still be necessary to have the corresponding ports forwarded in order to make the listen server ​reachable. However, there are also more intelligent games that use NAT hole punching via the lobby server ​to give the clients the right ports to which they must connect in order to reach the listen server.

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This type of server strictly speaking falls into the category of dedicated (internet) servers, as they are generally used to manage listen server games over the internet. However, they are not game servers in the strict sense of the word, as they only have management functions and do not host actual games. Very often you have access only with a pre-defined username as part of an account. Lobby servers are usually game specific. A lobby server therefore only serves a certain game and no others. It might even filter out different versions of the same game (e. g. the master servers of [[Star Trek - Voyager Eliteforce]]). They present ​the information on open listen ​or dedicated ​servers, or that a listen server ​will be opened shortly. At the beginning of the game, the IPs of the game servers ​are passed on from the lobby server to the clients. It may still be necessary to have the corresponding ports forwarded in order to make the listen server ​accessible for players. However, there are also more intelligent games that use NAT hole punching via the lobby server ​giving ​the clients the right ports to which they must connect in order to reach the listen server.

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The advantage here is that it is very easy to set up private servers and announce them. On the other hand, many of the games that use lobby servers – for better or for worse – depend on the availability of the lobby server (mostly run by the game manufacturers). Negative examples are [[GameSpy]] e. g. with [[Conflict Global Storm]], or the [[World Opponent Network|WON]] servers e.g. for [[Star Trek - Armada 1]]. These games are often no longer playable on the internet because the servers have been taken offline. For some there are still alternative solutions such as direct IP inputs or [[GameRanger]]. However, most of these games are still playable over the LAN. A basic solution to still play over the Internet can be [[VPN]]. Sometimes, however, replacement servers are set up privately and modified with minor modifications to connect to these servers in the future. ​ For [[Counter-Strike]] 1.6 lobby servers are still operated via Steam. For CS 1.5, for example, there is a replacement for the old WON servers, although these now hardly list CS 1.5 servers.

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The advantage here is that it is very easy to set up private servers and announce them. On the other hand, many of the games useing ​lobby servers – for better or worse – depend on the availability of the lobby server (mostly run by the game manufacturers). Negative examples are [[GameSpy]] e. g. with [[Conflict Global Storm]], or the [[World Opponent Network|WON]] servers e.g. for [[Star Trek - Armada 1]]. These games are often no longer playable on the internet because the servers have been taken offline. For some there are still alternative solutions such as direct IP inputs or [[GameRanger]]. However, most of these games are still playable over the LAN. A basic solution to still play over the Internet can be [[VPN]]. Sometimes, however, replacement servers are set up privately and modified with minor modifications to connect to these servers in the future. ​ For [[Counter-Strike]] 1.6 lobby servers are still operated via Steam. For CS 1.5, for example, there is a replacement for the old WON servers, although these now hardly list any CS 1.5 servers.